Vampire Class, Born

This alluring, raven-haired beauty casually wipes a trickle of blood from a pale cheek, then smiles to reveal needle-sharp fangs.

Vampires are undead humanoid creatures that feed on the blood of the living. Those that are “turned” from a living being into an undead vampire look much as they did in life, often becoming more attractive, though some have a hardened, feral look instead. On rare instances a vampire may be “born” into an its undying nature and its appearance gradually becomes more hardened over time.

Alignment: Usually Chaotic Evil

Hit Die: d8

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The Born Vampire's class skills are Climb, Disguise, Fly (Dex), Intimidate, Knowledge (arcane) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception, Sense Motive,Spellcraft (Int) and Stealth; Racial Modifiers: See Racial Levels

Senses: darkvision 60 ft.

Skill Ranks per Level: 4 + Int modifier.

Table: Born Vampire

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +2 Feat, Con -2, blood drain (lesser), resistances (lesser), spawn slavery, spider climb, vampire bonus feats (Alertness, Dodge)
2nd +1 +0 +0 +3 Str +2, blood drain (moderate), fortification (light), vampire bonus feats (Improved Initiative, Lightning Reflexes), vampire skills +2
3rd +2 +1 +1 +3 Feat,  Cha +2, Dex +2, coffin sanctuary (lesser), dominate (lesser), gaseous form (lesser), resistances (greater), slam
4th +3 +1 +1 +4 Str +2, fast healing 1, change shape, blood drain (greater), dominate (moderate), natural armor +2, vampire aversions, vampire skills +4, shadowless
5th +3 +1 +1 +4 Feat, Wis +2, coffin sanctuary (greater) , damage reduction 5/silver and magic, dominate (greater), fortification (moderate), gaseous form (moderate), sunlight & water vulnerability (lesser)
6th +4 +2 +2 +5 Int +2, Str +2, fast healing 3, natural armor +2, vampire skills +6,, vampire bonus feat (Toughness)
7th +5 +2 +2 +5 Feat, Dex +2, children of the night, create spawn (lesser), dominate (superior), energy drain (lesser), gaseous form (greater), sunlight & water vulnerability (greater), undeath, vampire bonus feat (Combat Reflexes)
8th +6/+1 +2 +2 +6 Cha +2, create spawn (greater), damage reduction 10/silver and magic, energy drain (greater), fast healing 5, natural armor +2, turn resistance +4, vampire skills +8

Class Features

The following are the class features of the born vampire.

Melee: A vampire gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the vampire’s size. Its slam also causes energy drain (see below). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Weapon and Armor Proficiency: A born vampire has proficiency with all simple and natural weapons, but not with armor or shields.

  • DCs are equal to 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless otherwise noted


Blood Drain (Su)

Starting at 1st level, a vampire can attempt to bite a victim with his growing fangs and suck blood. If the vampire makes a successful grapple check and pins the foe, it sucks blood, dealing 1 point of Constitution damage each round that the pin is maintained. With each such successful attack, the vampire gains 1 temporary hit point (up to a maximum number of temporary hit points equal to its full normal hit points).

When the vampire reaches 2nd level, his fangs are fully developed, though he has not yet perfected his technique for drawing blood. At this point, his blood drain attack deals 1 point of Constitution drain.
At 4th level, the vampire has mastered the art of drawing blood from a victim. His blood drain attack deals 1d4 points of Constitution drain, and he gains 5 temporary hit points with each successful blood drain.

Coffin Sanctuary (Ex)

Upon reaching 3rd level, a vampire chooses a coffin or similar small enclosed space as his primary resting place. Thereafter, if he is brought to -1 to -9 hit points (if living) or to 0 or fewer hit points (if undead) while outside the coffin, he is forced to assume gaseous form (see below) immediately and flee for his coffin so that he may heal. If the vampire cannot use his vampiric ability to assume gaseous form (for example, if he has expended all his daily uses of that ability), he cannot enter gaseous form under these circumstances and dies immediately.
Any damage dealt to the vampire after he is forced into gaseous form has no effect. If the duration of his gaseous form ability expires before he reaches his coffin, or more than 2 hours pass after he is forced into gaseous form in this way, the vampire must assume his normal form at his current location. In that case, he either begins to die (if he is a living vampire) or is destroyed (if he is an undead vampire). If he succeeds in reaching his coffin, he is helpless for 1 hour, after which he heals 1 hit point and the helplessness ends. A non-helpless vampire resting in his coffin has fast healing 1.
A 5th-level or higher non-helpless vampire resting in his coffin has fast healing 5.

Energy Drain (Su)

When the vampire reaches 7th level, any living creature hit by his slam attack (or any other natural weapon he might possess) gains one negative level. For each negative level so bestowed, the vampire gains 5 temporary hit points. This ability only triggers once per round, regardless of the number of attacks a vampire makes. If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 draining creature’s racial HD + draining creature’s Cha modif ier; the exact DC is given in the creature’s descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level. At 8th level, the vampire's slam attack (or other natural attack) bestows 2 negative levels.

Fast Healing (Ex)

Beginning at 4th level, a vampire heals 1 point of damage each round so long as he has at least 1 hit point, whether or not he is resting in his coffin. A living vampire reduced to fewer than 0 hp or an undead vampire reduced to 0 hit points is automatically forced into gaseous form (if he still has uses of that ability available) and must retreat to his coffin (see the Coffin Sanctuary, above).
At 8th level, a vampire's fast healing increases to 5.

Fortification (Ex)

When the vampire reaches 2nd level, his internal organs begin to cease functioning as they become unnecessary to his altered metabolism. This process makes him less vulnerable to critical hits, sneak attacks, and other attacks that target a creature's vital spots. The vampire is treated as if he had the light fortification armor property active at all times. This ability gives him a 25% chance to turn a critical hit or sneak attack against him into a normal attack. If the vampire already has fortification from another source (such as a spell or magic item), use the better value.
At 5th level, this ability becomes moderate fortification (50% chance to turn a critical hit or sneak attack into a normal attack).

Gaseous Form (Su)

Starting at 3rd level, a vampire can assume gaseous form as the spell (caster level 5th) once per day as a standard action. He can remain in gaseous form for up to 10 minutes. A gaseous vampire's fly speed is 20 feet.

At 5th level, a vampire can assume gaseous form three times per day. At 7th level, he may become gaseous at will and remain in gaseous form indefinitely.

Change Shape (Su)

A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.

Children of the Night (Su)

Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Create Spawn (Su)

A humanoid or monstrous humanoid slain by a 7th-level or higher vampire's energy drain attack rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains so enslaved until its master's destruction.
At any given time, a vampire may have enslaved spawn whose Hit Dice total no more than his own. Any spawn he creates that would exceed this limit can be created either as free-willed vampires or as vampire spawn, at the creator's option. If he chooses the latter option, he must immediately free one or more spawn of his choice until the total Hit Dice of his existing enslaved spawn would allow the addition of the desired new one. Once freed, a vampire or vampire spawn cannot be enslaved again, except through magic such as control undead, rebuking attempts by evil clerics, and so on. An enslaved vampire may create and enslave spawn of its own, so a master vampire can control a large number of lesser vampires in this fashion.
At 8th level, the vampire may have enslaved spawn whose Hit Dice total no more than twice his own Hit Dice.
Vampire Spawn

A vampire can elect to create a vampire spawn instead of a full-f ledged vampire when she uses her create spawn ability on a humanoid creature only. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain or energy drain. A vampire spawn’s statistics are identical to those of a wight, save for the following changes.
• It gains the blood drain and dominate vampire special attacks.
• It gains channel resistance +2, DR 5/silver, resist cold and energy 10, fast healing 2, and the vampire qualities listed above (gaseous form, shadowless, and spider climb).
• A vampire spawn gains all of the standard vampire weaknesses.
• A vampire spawn is CR 4.

Dominate (Su)

At 3rd level, a vampire gains the ability to crush another creature's will just by looking into its eyes. This ability is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at him are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under his influence, as though via a dominate person/monster spell (Racial Level+4). The ability has a range of 5 feet and is usable once per day.

At 4th level, the vampire can use this ability three times per day at a range of 10 feet. At 5th level, his range increases to 30 feet. At 7th level, the vampire may use his dominate ability at will.

Resistances (Ex)

At 1st level, the vampire gains cold resistance 5 and electricity resistance 5. When he reaches 3rd level, each of these resistances increases to 10.

Sunlight & Water Vulnerability

A 5th-level or higher vampire exposed to direct sunlight is disoriented. While in this condition, he can take only a single move action or attack action in a round, and 3 full rounds of such exposure destroy it utterly. Similarly, immersing a typical vampire in running water robs it of one-fifth of its hit points each round until it is destroyed at the end of the fifth round of immersion. (A vampire with a natural swim speed is not harmed by immersion in running water.)
At 7th level, a vampire's flesh becomes even more vulnerable to sunlight and running water. Upon exposure to sunlight, he takes the above penalties and is destroyed utterly in the next round if he cannot escape. The vampire loses one-third of his hit points each round of immersion in water instead of one-fifth, and he is destroyed after at the end of the third round of exposure instead of the fifth round.

Shadowless (Ex)

A vampire casts no shadows and shows no ref lection in a mirror.


Upon reaching 7th level, a vampire gains the undead type, with all of its normal benefits and drawbacks. He no longer has a Constitution score, and he loses any Constitution bonus or penalty on hit points, saving throws, or skills that he may previously have had. He then uses his Charisma modifier for use with his hit points. The vampire becomes immune to many attacks but is subject to turn or rebuke undead attempts and is immediately destroyed if brought to 0 or fewer hit points. The vampire immediately becomes subject to the special rules for staking a vampire through the heart.
No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).

• Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immunity to death effects, disease, paralysis, poison, sleep effects, and stunning.
• Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
• Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.

• Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
• Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.